Linux pretending to be Windows

My housemate has user account on my Ubuntu laptop, which she mainly uses for browsing the web. Last night I noticed that the online poker game she was playing wasn’t browser-based, but an MS Windows application.

This made me a little nervous at first, as I believe those sort of downloads are a major vector for malware, but as a) the site looked reasonably respectable, and b) I suspect that running Windows malware in an unprivileged account in Linux is less dangerous than running it on Windows – I figure it was probably safe.

But how was this Windows poker program running on Linux in the first place? I had already installed WINE, a Windows compatibility layer, to try and run Populous: The Beginning, and when my housemate downloaded and ran the installer program, it Just Worked – she hadn’t even realized anything special had happened.

Getting Populous to run hasn’t been so easy (I’m still working on it), but well done to everyone at the WINE project for a great system!

U.S. to hunt terrorists in WoW (maybe)

Via Schneier: The terrorism-obsessed U.S. is running project Reynarda study of massive multiplayer online games looking for “baseline normative behaviors” with the intent to “determine the feasibility of automatically detecting suspicious behavior and actions in the virtual world”.

Terrorism aside, the research is unclassified – so it might be possible to see their results eventually.

The Habitat Project Launches

No, not an opportunity to test stylish yet knowingly kitsch home furnishings but a research project piloting the use of Multi-User Virtual Environments (think Second Life). TALL heads up a large project team on the project which runs until March 2009. Read the official blurb below or visit www.openhabitat.org for more info.

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The JISC funded Habitat project is a collaboration between TALL at the University of Oxford, Leeds Metropolitan University, King’s College London, Essex University and Dave Cormier of Prince Edward Island University. It will take an innovative approach to encouraging creative online collaboration in Multi-User Virtual Environments (MUVEs) – the online 3D spaces in which each user is represented by an ‘avatar’ or 3D character.

The project will generate solutions to the challenges of teaching, learning and collaboration in MUVEs. These solutions will be primarily in the form of guidelines, models and exemplars but will also be supported by the development/appropriation of software tools and services in and around the MUVEs themselves.
During discussions with members of the Emerge community, teaching staff and students, it became clear the MUVEs offer a number of interesting opportunities for teaching and learning. These include the ability to collaboratively design and build objects/structures and the sense of presence or ‘being there’ that comes across when interacting in an MUVE.

The Habitat project will build on these principles by running a number of pilots which are integrated into the teaching of art & design and philosophy.

A competition to build a structure in the Second Life MUVE which reflects their current practice will be set as part of the first year art & design undergraduate degree based at Leeds Metropolitan University. Parallel to this the project will facilitate discussions in an MUVE with students who have attended one of the University of Oxford’s online short courses in philosophy. The art & design students will have the opportunity to meet face-to-face during the pilot in contrast to the philosophy students who are distributed around the world.

The pilots are designed to explore the effects of working in an MUVE on collaborative group work and on the effects of being represented as an avatar over and above using text, sound or video to communicate. In addition to this the pilots are designed to encourage communication between the two disciplines to assess the potential of MUVEs to bring together diverse student groups.

Habitat will predominantly be using the Second Life MUVE because of its ubiquity and relative stability. The project will also be experimenting with OpenSim, an open source MUVE and a MUVE provided by IBM. These are representative of the widening range of 3D collaborative environments which are emerging across the web and which afford intriguing opportunities for teaching and learning.

Where to look for reusable content?

As we kick off the Mosaic project (trying to develop a short course in early English literature using at a majority of preexisting content) I am trying to develop a list of places to start looking for this content that we want to re-use. I know that Sandie (our subject matter expert) has already identified lots of excellent resources using her knowledge of the discipline, but with the growth of OERs (Open Educational Resources) and portals and repositories to access them, I should hopefully not just be able to identify some likely looking content, but also content that will be easy for us to reuse – in terms of permission and copyright.

I have been clipping this area for about 3 years so had a list of about 65 things tagged free content and about 75 tagged OERs. A lot of these were the same thing tagged in different contexts or commentaries on the phenomenon more generally, rather than links to specific content, this got rid of a lot of links. A lot were very specifically K12 or focussed on a specific discipline that was not our course (at the moment it seems to me there is a lot more on the sciences and social sciences than on the humanities). There seemed to be a lot of initiatives that had a very impressive front page but very little behind it, or ones that did have a lot of content but clearly even I (as a non subject specialist) could tell there would be nothing appropriate for our course.

So now I have a list of things I want Sandie to check out and …..it consists of 12 things…..

To be fair some of these are VERY big portals to a lot of other content, but I am kind of disappointed. Also having had a quick search around I am already almost totally certain that it is sites that are not as explicitly focussed on reusable learning content that are going to be the most useful. Sandie will be doing more digging on this in the next few weeks, and will let us know what she finds. In the meantime here are the links i think it is worth Sandie following up:

 

  1. Intute –http://www.intute.ac.uk/artsandhumanities/
  2. The OU –http://openlearn.open.ac.uk/
  3. Jorum –http://www.jorum.ac.uk/
  4. Merlot –http://www.merlot.org/merlot/index.htm
  5. Rice Connexions –http://cnx.org/
  6. MIT OCW –http://ocw.mit.edu
  7. Open courseware consortium – http://www.ocwconsortium.org
  8. OER Commons – http://www.oercommons.org/
  9. Jisc Collections –http://www.jisc-collections.ac.uk/
  10. Directory of Open Access Journals –http://www.doaj.org/
  11. UNESCO List of Open Educational Resources –http://oerwiki.iiep-unesco.org/index.php?title=OER_useful_resources
  12. Google OCW search – http://opencontent.org/googleocw/

So if you know somewhere else we should be looking let us know.

 

We know where you live.

The New York Times has an article about the difficulties of leaving Facebook – or rather, ensuring that all your personal information is cleared off when you leave.

Briefly, to erase your presence there as much as possible, you should:

  1. Delete everything from your profile (Personal details, pictures, messages, wall posts, groups applications, etc.)
  2. Contact Facebook and request permanent account deletion.
  3. You should get a deletion confirmation – try logging in. If it asks if you want to reactivate your account, it hasn’t been deleted – bug Facebook.

More detail in the Facebook group How to permanently delete your facebook account (oh, the irony).

According to the Facebook terms and conditions, deleting all your uploads expires the license you give which allows Facebook to use them for whatever they want. However, they may still have copies on their servers. How much of your personal data is preserved when you delete it isn’t clear, and I wonder how that figures with the UK Data Protection Act.

Google ♥’s the social semantic web

The semantic web is making steady progress in the social networking sphere via microformats like XFN and FOAF, which provide standard ways to describe me, friend, and other relationships between websites – and by proxy, their owners.

Lots of websites and tools already support these (e.g. WordPress, ClaimId, last.fm), but there’s a lot of duplication of effort required from users with, for example, having to find and add your friends in multiple social sites – adding the same relationships multiple times.

Google’s Social Graph API looks set to help solve to this by providing an easy way to identify the relationships found in their index of webpages. Social sites can ask about any URLs a user gives (e.g. their blog), and the API it will tell them about any other URLs that relate to it via the microformats, and use those to link up all the user’s me pages, and set match up other users on the site who are identified as friends elsewhere.

This API, along with other efforts such as OpenSocial, really help the web’s network effect, and make it a lot more interesting and useful.

I don’t think we have any projects in TALL that will use these tools yet, so I think some of my next tasks for my band’s website with be to see if I can automatically a) set up some relationships, and b) push out gig listings from our database into social sites like MySpace…

Following Online Society Across Time and Tech

Below is a pitch for a research project that doesn’t exist yet because I can’t describe it properly. The ‘Open Social’ concept and Social Graph API seem to be a tech kind of response to the phenomenon I am attempting to outline. I can’t seem to find an academic tool/framework to help me though…

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The web continues to expand and diversify its capacity to support communication and collaboration. This is evident in the expansion and popularity of social networking sites such as FaceBook and communication tools such as Skype. The increase in groups that now straddle the real and the virtual is now having significant cultural impact. Individuals are increasingly part of a network of friends, acquaintances and colleagues that is distributed across multiple locations on and off-line.

These groups of distributed individuals are relatively new in form and are constantly changing in character as advances in online technologies provide new affordances which interplay with individuals aspirations to extend/refine their group and collaborate in novel and useful ways. Despite this being in a constant state of flux it is highly likely that individuals in the first world will be part of a distributed group for the majority of their lives. A 28 year-old in 2008 may have been part of an online group for over 10 years, a group that has morphed as that individual moved through a number of different life stages. The group is likely to have moved across a number of online technologies or environments and may exist across multiple environments at any one time.

Collaborative groups have been characterised in many ways, for example, Affinity Groups (Gee), Communities of Practice (Wenger) and Knotworks (Englestrom). Each theory describes different motivations, goals and structures of groups of people attempting to work together with some sense of shared participation. In each instance the theory in question is based on a particular area or type of collaboration or interaction for example fandom or institutional work. This is not to say that these theories are not applicable in a wider sense rather that their underpinning rational has a specific types or styles of groups. A similar bounding can often be seen in research undertaken in this area which is often focused on activities that take place within a particular tool or environment for example, Second Life, FaceBook or World of Warcraft.

It is increasingly important that we gain a better understanding of the phenomenon of the persistent distributed group, one which is not too closely tied to a particular style of interaction or type of technology. We are at a point in time where it is possible to trace the history of an individuals relationship with these groups, following that individuals changing relationship with other members of the groups they are part of and the technology involved. This would require investigating individuals motivations for being members of a group, their reasons for types and levels of participation and their changing perception of what constitutes the ‘real’ or what Castronova calls the ‘Semi-Permeable Membrane’ between online and offline worlds. The aim being to discover and map the underlying principles that are forming as online technologies facilitate the changing makeup of societies, becoming paradoxically more distributed and fractured while at the same time affording greater flexibility for communication and collaboration. In thinking about this it is important not to bounded by a single technology but to accept that many groups transcend specific technological advances or shifts and morph across the changing online environment. In this way a clearer perspective will be gained and a better understanding of the longer term implications and opportunities for society will be understood.

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So there it is. I’m assuming that if you made it this far you are intrigued by the idea. Let me know what you think.